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Posts posted by SangRahl
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It may be nothing, or just my happenstance solution, but eventually any idea that works isn't a bad idea...
---> Turn off the Steam Overlay before launching.
I swear, I've done every tip, trick, and hokus-pokus-ey gimmick to get FO4 back up an running for the last two days... And even after a complete "feckitall" wipe and re-install I wasn't getting past a 3-second black screen before getting dumped back to desktop. I noticed that the gameoverlay executable was hanging out a bit after the crash on the Task Manager, so I unticked the option in Steam (Properties > General > "[..] Enable the Steam Overlay while in-game"). The next launch went smoothly, and I'm back in business. (...with a few hours ahead of me of tracking down what mods NMM decided to botch in the Profile re-activation.)
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The violin/fiddle isn't bad, but after a day of keeping the radio station on 'just in case', I realized that a perfect opportunity presents itself. How many good/great Bostonian Bands/Performers are there out there? Personal favorites are the Mighty Mighty Bosstones, Dropkick Murphys, Aerosmith, The Cars, Lemonheads, and even Dick Dale ("Miserlou" surf rock remade famous in Pulp Fiction).
Anyways... just a thought.
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Had a pair of happenings in my last session...
1) Coming out of the Yao Guai Tunnels after a successful spelunking expedition (took a lot of frag grenades and mines, and I was barely holding out at 1/4 life), I'm sitting crouched outside the gate for a short breather when I see the decapitated head of a mole rat come rolling down the incline to come to a rest at my feet. My guess is a random corpse-launch from loading the cell, but the trajectory was perfect... I ended up creeping out of the cave entrance, afraid that there was a Deathclaw on a mole rat-killing rampage out there, or something.
2) Still extremely low on health (I try and keep from just spamming StimPaks to full health when in combat, or even in an occupied area until after I've cleared all threats and can "take time" to heal up... and, in this case, I simply forgot to use any stims since I left the Yao Guai Tunnels), I exit Lucky's Shop to meet a quad of Talon Co. mercs... I try and swap to my last dozen 'nades while simultaneously attempting to sprint around the corner to get a little breathing room and I get stuck on something along the side of the building. A few more wasted moments of trying to move and I'm finallly cut down by the combined onslaught automatic fire and 12ga rounds.
The funny part is what I figured out AFTER reloading that AutoSave a few times until I could finally finish them off with VATS grenade kills... You can't run around the back of the building. About 3/4 of the way around, you run into the invisible wall that surrounds the Capital Wasteland's map. Try as hard as I might, there was no way I could have sought refuge around that corner. And, to add insult to injury, while listening to "Warning...warning...warning...warning... Pipboy shutting down." ('Talking User Interface' mod) and looking down at my mangled corpse, I could see the rain begin to fall. (I've had 'Enhanced Weather - Rain' running for days now, and I've yet to see a single drop, except for that single moment while staring at my own corpse. GAH.)
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Three Dog said
My mask, Leroux's Hockey Mask
looked ridiculous. :verymad:
Actually, he was referring to the Ghoul Mask... Ledoux's quest isn't part of his broadcast, but the
ghoul insurrection at Tenpenny Tower
is.
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Don't let the impatient ones get ya down, Skree... I'm not a huge HALO of BF2142 fan, and I can't wait to see them all in-game.
Heck, I've never even played BF2142, and I played HALO1, for the first time, less than 6mos ago on the PC, because it was dirt cheap and everyone said that the series was the greatest EVAR (their spelling, not mine). Then I got to see that HALO2 is Vista-required, and HALO3 will likely never see PC release... Bah. (And I really did/do want to see the storyline through the series, I really was hooked, there... but Microshaft got a burr in their tuchus about trying to shift gaming away from the PC, so I guess I'll just have to leave it behind.)
Keep on chugging on your projects, and we'll be here to 'ooh' and 'ahh', and cry to the heavens when they are released. Intil then, we just 'ooh' and 'ahh' at your updates, and wait for the day to come. (some more patiently than others... heheheh)
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*Update*
Damico's been tromping about the wastes and has finally moved on from his scrounged Recon Armor...
As well as scoring a handy suit of preserved tech for scouting...
New to the wastes is Danica (yeah, completely missed the fact that the name was so similar to my last character... whoops), a scrapping meleer with good looks, but a nasty demeaner. (She cracked the skulls of the whole Tunnel Snakes "gang" before walking out of the G.O.A.T. exam...) She's also not the most strategic of thinkers, but when you can swing a bat like Indy cracks a whip, it doesn't matter so much (and knowing the difference between a proximity trigger and a timed fuse doesn't hurt, either... *BOOM*).
Sunblinded and fresh out of the Vault...
...and ready for anything.
A bit more experienced and prepared for life in the wastes, alone with her Junkblade, 'Job'*...
*Lawnmower Man reference... it'll mow down just about anything.
-Mods of note-
Both: BlackWolf Backpack; Kikai's Equipment; Backsteppo's Some Poses
Damico: Self-made Leather Armor reskin; Weapon Mod Kits/Weapon Mod Kits - Unique; Sunglasses Collection; Stealth Helmet Retex
Danica: Luchaire's TypeV Body/Armor Conversion; Shoulderpads; Junk Metal Schematics; Megaton Tweaks
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During my last playthrough, Bryan Wilkes was a perfect decoy for dealing with an MMM-bolstered Raider Camp at the S.D.Mart. He come trotting over the hill, and all 15+ Raiders open up on him. A few get blown up by the cars that they shot up in their haste to get the invincible kid, and the rest I'm able to snipe from behind as they chase him down the street. Heheheh.
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X-Com: Enemy Unknown [PC Strategy] - Still have a disk and DX10fix for it around here, somewhere.
Final Fantasy [NES] - Nothing like spending 10 levels making 4x BkMages constantlyrun away, and then turn around for the rest of the game and 1-2round kill near everything after. Raise your hand if you ever stocked up on a few dozen Cabins and leveled up on Dino/ZomBull peninsula, before even saving the Elf Prince... ::raises hand without hesitation or shame::
Barren Realms Elite / BRE (Pronounced: "Bree") [ASCII BBSdoor Multiplayer Strategy] - Used to partner with my best friend for this one... Although it was more fun because he was so bloody good at this game. "Ah, I love the smell of a GOOEY in the morning... Smells like VICTORY. Or... certain death."
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Two words for you... Frank. Horrigan.
Soldier turned Super Mutant turned Power Armor-encapsulated Super Soldier killing machine...
This is seriously cool. I wanted to BE him back when I first played through FO2. (And then I just wanted to crush his armor with my Super Sledge, but that's another thing...)
*edit*
Whoop... just realized omgwtf666 mentioned him already... heheheh.
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No problem, Skotte... I'm guessing that I'm at a dead end. The problem being that the original author has explicitly stated that in no way will he alter his original and ongoing work for the benefit of anyone seeking to make cosmetic changes, and he will not allow his mod to be duplicated for re-release (any changes must be dependant on his original mod). But, due to how the TextureSet and StaticModel data is attached to items, there's no way around directly editing the item data, which would require it to be integrated directly into his mod, due to how stacks mods interract (or rather, how they don't interact, but simply attempt to overwrite one another)...
Perhaps there is a way to attempt what I'm trying... and I know I'll keep looking. (I've yet to figure out how to import/replace data using FO3Edit... Perhaps if I can find a simple enough method to do that, it would be a matter of the end-user completing the necessary changes?)
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No, I feell like an idiot... and I understand why they use Hex-address limiting for .esp masters.
So, new question... Is there a way to make an .esp file "patch" the preceding .esp file automatically. (Yes, a user could open FOMM, open both .esp's in TESsnip, and replace the needed info via copy/paste... but having to go through all of that, just to customize the look of a few weapons, seems a bit much to me. And what if they don't actually use FOMM? I understand there are a bunch of new mod managers coming out lately... not that I'd be switching from FOMM.)
What I've run into is that I'm not messing with any stats, but actually replacing (in every case I'm actually adding new) textures for models created by the initial mod. But, in doing this outside of the original mod, the formIDs of the original items are identical, but NOT, as the hexaddress is now off by '1'... ::sigh::
I read through the VERY informative post, and it was enlightening... but I'm afraid it doesn't help in creating a mod that is distributable, for what I'm attempting to accomplish. Even if I could have the original mod as an .esm, I'm afraid the formID values would still get changed and the items get borked. (just conjecture and likely a little lack of sleep on my part...)
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Well, I'm taking a look at FO3Edit to help in my building of the mod... Will see how well it goes. I'm thinking that I may end up removing the Mastery once finished, to negate the load-order issue. (Currently the Master is '5D'... I don't see the majority of players reaching or exceeding that many active mods. Heheheh.) That does seem an odd setup, though: to set Mastery to the Hex-address, and not the Mod's NAME. But... oh, well. I guess we'll see.
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I think I may end up just having to go with the old 'file precedence' system. I can't see a way to have the GECK refer EVERYTHING back to the Master, EXCEPT the cosmetic changes I've made, as these cosmetic changes require the use of new TextureSets and StaticModelObjects that the TextureSets apply to... and, as such, require the editing of the actual Item characteristics. (What was once only a single StaticModelObject and TextureSet is now 3 of each...) Oh, the fun of trying to fix Art Department laziness...
I may end up using FOMM to merge my current WIP .esp with what will end up being my Final .esp... That way I don't have GECK screwing with FormIDs every time I load up the "master plugin" and my "WIP plugin" at the same time.
Well, back to the GIMP grindstone. Thanks, again, for your prompt assistance in consolidating my theory that my initial idea is pretty much an impossibilty. Heheheh.
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there may be other ways but I'll tell you how I know it can be done.
one way: Open FO3edit ( http://www.fallout3nexus.com/downloads/file.php?id=637 ) , let it load your entire mod list you intend to use, right-click the esp you want dependent & select "Add Masters...", select the file esp/esm to be the master.
A couple things of note about this method:
1 , If you doing this for body mods (custom eyes, hair etc) you'll need need to do this through Fo3edit.
2 , this method is good for personal use but isn't practical for a release mod as it requires that the master esp to be in the same load order location for everyone who uses the dependent esp.
second way: in FOMM use the the plugin editor to copy the forms needed from the "master esp" & paste to the the other esp.
this method is more flexible as the info is contained in the file that needs it. so it's a decent option if you intend to release it.
another way: use TES4Gecko ( http://www.tesnexus.com/downloads/file.php?id=8665 ) to convert your master esp into a true ESM, then when you load the new esm with the esp you want dependent it will be forever.
I hope my knowledge helps you figure the method best for what you want to do.
You helped quite a bit, but I may need asome clarification about a few points. (Sorry, I try to be thorough, and I don't like having to retract a release or not keep promises made.)
Okay.... about FO3Edit option:
In #2, you say they'd need the same load order location... as in: in relation to each other, or in relation to the actual load order hex value? With my ungoldly list of mods that I'm using, the load order might be unatainable with people of more... discerning tastes. Heheheh.
Now... about the FOMM option:
This would just ensure that the new mod is starting from an identical base, and then can be changed in the small portions, as needed. I may consider this, but I'm really hoping that I could find a way that the GECK recognizes the Master file on loading the new plugin.
Finally... TES4Gecko:
This may be the best option, but it'd mean more direct cooperation by the original author... and likely adding a step or two to his current workload. (not to mention that it might invalidate current savegames for users already playing with the original mod installed)
Thanks for the swift reply... Now back to trying to figure out where the corner wall went from the inside of my Megaton House. (A completely unrelated mod conflict... and have been away from the house for so long, I have NO idea which mod decided to remodel for me. Heheheh.)
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You have one mod with about 90% of the needed resources... you don't want to CHANGE anything within that mod, but create a dependant mod that uses the first as a Master file.
I've tried changing the original to an .esm file, but anything made from it into a new .esp does not refer to the original, and it is not listed as a Master to the new plugin (and... making the .esm myself isn't really viable in the long run, anyways).
I think roughboy figured out how to do this with his 'RL3 Personality Chip' mod... but he's been incommunicado for a while.
Am I missing something in the creation of the new .esp? Some kind of tickbox in the load or save screens? Or perhaps a 3rd-party program I've not used? (only really played with FOMM, FO3Archive, and GECK... well, except for extensive playing with GIMP, which is completely unrelated to the problem...)
Any assistance would be appreciated, as I'm starting to actually feel as desperate as this post sounds in my head. (Heheheh)
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That's a lot closer to the beefy FO2 PA that I remember and loathed. (Played a melee/thrown character... until I had a SuperSledge or Power Fist, seeing a random encounter with those Adv.MkII's meant a hard bloody fight or a scramble to the exit zone) It's almost like a prototype halfway between the T-51b and the Adv.MkII... Which would give it a niche to slip into, lore-wise.
The only thing I'm not sure about is the rows of "octopi sucker"-esque nobs on the legs... But will have to see how they're textured into it, to give a hard "Yay/Nay" to them.
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Maybe you are right. It just seemed like a nice option to lower the polycount on areas like the back, where you have a lot of small details poking into the mesh, which aren't that noticable whether they are modelled or added by normal mapping. I think I need to revise my strategy a bit in terms of what stays on the low poly, because it seems like more of a hazzle getting it to work than what it eventually might be worth.
From these picture, you can do a lot with Normal/bump mapping...
http://i425.photobucket.com/albums/pp337/Baelkin/Item%20Renders/midsectionbackclose.jpg
The ridges on the shoulderpads and buckle on the "fanny pack" could be trimmed down and mapped...
http://i425.photobucket.com/albums/pp337/Baelkin/Item%20Renders/backsuperclose.jpg
This could be simulated pretty well, some of the REALLY finite detail might be lost, but in movement and gameplay it'd be lost, anyhow.
http://i425.photobucket.com/albums/pp337/Baelkin/Item%20Renders/gauntletclose.jpg
Circular details on back of hands and on bracer (not the "bolts", but the shallow details), as well as the shallow ridges...
http://i425.photobucket.com/albums/pp337/Baelkin/Item%20Renders/gauntletcloseinternal.jpg
Buckles on underside
The problem I think you're hitting is a lack of UV map for texturing*... I think I ran into that (only very basic texturing experience, here) when attempting to retex your headgear like the helms from 'Gone With The Blastwave' comic on a whim. Because it uses only a single texture mapped top, bottom, left, and right, there is massive distortions on any sections that bend over the top of the helm, making anything changed from near flat black to look warped. I worked for several hours, just trial and error, to get the look I wanted, but then finally came to the realization that I'd never have a recognizable icon on the helm, because it'd get squished to near nothing due to placement.
*Please note, I could be so massively wrong in this assessment... lack of sleep, and all... heheheh.
I'm loving the progress reports, and due primarily on your mod, and requests thereof, I've actually watched Wolf Brigade. Always nice to expand the horizons a bit...
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First came Darq'Rahl...
He's a good guy, but not much in the way of scruples (Yeah, he blew Megaton to hell... so, what?). Small Guns Sniper, with every skill book on that shelf at 100(+) max. The rest are all of the spare Sheet Music... and every Pre-War Book he's come across. (Why hand them in to be stored away? Might as well get some reading out of them.)
Mods/Additions of note: The Wandering Ranger Armor and Reversed Cap (Locker edition), Improved Glasses_Zumb's Shades, Hunterscope Ol'Painless
Then came K'Li...
A near-sighted roboticist with a penchant for being well-liked, who also does work on the side as a Caravan guard. (Science/Repair/Speech/Barter/Energy Weapons... only. All others will only gain via skill via reading Only Lockpick/Explosives have had any points put in, but only to get to the 25skill cap for 'Easy' Locks, and Landmines). Was far too easy to get 8+ skills maxed with Darq...)
Mods/Additions of note: Four-Eyes Perk, RobCo Certified (personalized Hack-a-Day retex), Road Wardens, DIMONIZED races, Midriff Leather Outfit, Regulator Mask, Wearable Backpack (self-retex), joefoxx082's Wattz Laser Weapons
Now there is Damico...
Another Sniper character, but again I'm going with specialization, rather than the overall maximums like with Darq. Currenly skilled in Small Guns, Sneak and Science... with a smattering of Medicine and Repair. Here he's hefting his pride and joy... a fully modded Combat Shotgun with an expanded drum and full-auto capability. (Literally the only way this Lvl.6 survived the MMM-bolstered Super Mutant swarm that wiped out the whole Outcast patrol he met at the top of the metro steps.)
Mods/Additions of note: antistar's Weapon Mod Kits, BlackWolf Backpack
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Maybe a sound modulator, that makes everything sound odd?
Outside noise being the same can be explained away with external mics to aid in combat... But, if any sounds should be changed, maybe having your own voice modulated when you're hit, and instead of *splortch* sounds from the impacts, have them be metallic.
But, I'd love to see a HUD system integrated with Power Helmets or, at the very least, a foreground overlay. Im looking forward to seeing what Skree000 comes up with.
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::envisions using a Railspike Gatling::
Ewww... It'd look like one of those RAider wall hangings. You know, the headless guy tied to the mattress?
**thunkthunkthunkthunkthunk** And now we have a body spiked to a wall... Heheheh.
I haven't yet made my Railway Rifle... so can't comment on having a sniper version... But, I think a Gatling might be a bit over-the-top. (Which in no way means I think that it shouldn't be done... just that I'd likely try it once and then set it on my mantle as a conversation piece, rather than for normal usage.)
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Guess I need to finish up my first play-through as a Small Arms Sniper, and get on with my next character, a weaponless knuckledragger... just so I'll have them out of my system for a full-bore Heavy Guns nut. Heheheh.
Amazing work, guys... can't wait to see a finished product.
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A couple ideas on rarity, Super Muties, and the greatness of having a Berret M82 available...
Yes, I can see why it would be wanted for these to be very rare due to the overall power of having this weapon at your disposal... But, why can't there be two versions available? One, only semi-preserved and cached away with the 500+ Miniguns and Rocket Launchers that the Super Mutants have dragged out. And another, sealed away in an air-tight locker in some long-lost base (is anyone else thinking about the T51b, here?), with drastically superior power and reliability. High-power weapons in-game tend to degrade all the faster from 100% down to sub-par levels. My Sniper Rifle and Combat Shotgun end up being held off for 'special occasions' for just this reason. So, if the degradation value can be tweaked on an individual basis (may need the CS, here), then the unused and protected M82 could maintain better durability, regardless of it's massive damage. Then just have a unique texture for the preserved weapon (minus the dings and scratches), and it'd be a true mark of pride.
In years past, Super Mutants have been relegated to Big Guns, only... Having one mutant after another weilding pea-shooter-sized Hunting Rifles seemed REALLY odd to me. First, they're TINY in the hands of the Super Muties. Second, they don't scream "unmatched destructive power" like the other Miniguns, Rocket Launchers, and rare Flamers (I think I've seen one with a flamer, but I may have been mistaken). Why not have them outfitted with Sniper Rifle-equivalent Berrets? Not overpowered compared to what exists already, but bigger and badder than what the FEV dopeheads weild now. (And, as a slight bonus, it means that the .50cal ammo might not end up completely extinct, but getting it would require hunting down Super Mutants, and not just praying for a few RARE merchants to have a couple rounds for sale.)
Lastly, I can't wait to see this put into the game... For one, I've loved this weapon since RoboCop ripped it off and turned it into an artillery piece (I'd found out AFTER seeing the movie that it was a real weapon, and far cooler for being a sniper rifle than a one-man-army HE-round cannon.). For another, it would give me a reason to make a Heavy Weapons character... I've kept away from toting Miniguns and the like since FO2 (clearing a room in 2 shots had it's uses, but lacked subtlety or finesse), prefering precision to unbridled destruction.

Fallout crashes on startup
in Discussion
Posted
It may be nothing, or just my happenstance solution, but eventually any idea that works isn't a bad idea...
---> Turn off the Steam Overlay before launching.
I swear, I've done every tip, trick, and hokus-pokus-ey gimmick to get FO4 back up an running for the last two days... And even after a complete "feckitall" wipe and re-install I wasn't getting past a 3-second black screen before getting dumped back to desktop. I noticed that the gameoverlay executable was hanging out a bit after the crash on the Task Manager, so I unticked the option in Steam (Properties > General > "[..] Enable the Steam Overlay while in-game"). The next launch went smoothly, and I'm back in business. (...with a few hours ahead of me of tracking down what mods NMM decided to botch in the Profile re-activation.)
Good luck, and I hope _your_ solution ends up as simple, and as easily overlooked.